﻿<!DOCTYPE html>
<html>

<head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>纹理移动动画效果</title>
    <!-- <script src="https://cdn.staticfile.org/jquery/3.5.1/jquery.min.js"></script> -->
    <script src="../../js/three.js"></script>
    <script src="../../js/controls/OrbitControls.js"></script>
    <style type="text/css">
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>

<body>
    <script>
        /**
         * 创建场景对象Scene
         */
        var scene = new THREE.Scene();
        /**
         * 创建一个设置重复纹理的管道
         */
        var curve = new THREE.CatmullRomCurve3([
            new THREE.Vector3(-80, -40, 0),
            new THREE.Vector3(-70, 40, 0),
            new THREE.Vector3(70, 40, 0),
            new THREE.Vector3(80, -40, 0)
        ]);
        // path — Curve - 从 Curve 基本类继承而来的路径
        // segments — Integer - 组成管道的分割面数量, 默认值为64
        // radius — Float - 管道半径, 默认值为1
        // radiusSegments — Integer - 组成截面的分割面数量, 默认值为8
        // closed — Boolean 管道是开放的还是闭合的, 默认值为false
        var tubeGeometry = new THREE.TubeGeometry(curve, 100, 0.6, 50, false);
        var textureLoader = new THREE.TextureLoader();
        var texture = textureLoader.load('./assets/img/run.jpg');
        // 设置阵列模式为 RepeatWrapping
        texture.wrapS = THREE.RepeatWrapping
        texture.wrapT = THREE.RepeatWrapping
        // 设置x方向的偏移(沿着管道路径方向)，y方向默认1
        //等价texture.repeat= new THREE.Vector2(20,1)
        texture.repeat.x = 50;
        var tubeMaterial = new THREE.MeshPhongMaterial({
            map: texture,
            transparent: true,
        });
        var tube = new THREE.Mesh(tubeGeometry, tubeMaterial);
        scene.add(tube)
        /**
         * 创建一个半透明管道
         */
        var tubeGeometry2 = new THREE.TubeGeometry(curve, 100, 2, 50, false);
        var tubeMaterial2 = new THREE.MeshPhongMaterial({
            color: 0x4488ff,
            transparent: true,
            opacity: 0.3,
        });
        var tube2 = new THREE.Mesh(tubeGeometry2, tubeMaterial2);
        scene.add(tube2)
        /**
         * 创建两个立方体
         */
        function fun() {
            var box = new THREE.BoxGeometry(20, 50, 30); //创建一个立方体几何对象
            var material = new THREE.MeshPhongMaterial({
                color: 0x0000ff,
                transparent: true,
                opacity: 0.8,
                // wireframe: true,
            }); //材质对象
            var mesh = new THREE.Mesh(box, material); //网格模型对象
            scene.add(mesh); //网格模型添加到场景中
            mesh.position.set(-80, -50, 0)
            var mesh2 = mesh.clone()
            scene.add(mesh2); //网格模型添加到场景中
            mesh2.position.set(80, -50, 0)
        }
        fun()
        scene.add(new THREE.AxesHelper(300))

        /**
         * 光源设置
         */
        //环境光   环境光颜色RGB成分分别和物体材质颜色RGB成分分别相乘
        var ambient = new THREE.AmbientLight(0x888888);
        // var ambient = new THREE.AmbientLight(0xffffff,0.2);//在构造函数中设置光照强度
        // 设置光照强度属性
        ambient.intensity = 1;
        scene.add(ambient); //环境光对象添加到scene场景中
        //点光源
        var point = new THREE.PointLight(0xffffff);
        //设置点光源位置  光源对象和模型对象的position属性一样是Vector3对象
        //PointLight的基类是Light  Light的基类是Object3D  点光源对象继承Object3D对象的位置属性position
        point.position.set(400, 200, 300);
        scene.add(point);
        /**
         * 相机设置
         */
        var width = window.innerWidth; //窗口宽度
        var height = window.innerHeight; //窗口高度
        var k = width / height; //窗口宽高比
        var s = 100; //三维场景显示范围控制系数，系数越大，显示的范围越大
        //创建相机对象
        var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
        camera.position.set(200, 300, 200); //设置相机位置
        camera.lookAt(scene.position); //设置相机方向(指向的场景对象)

        /**
         * 创建渲染器对象
         */
        var renderer = new THREE.WebGLRenderer({
            antialias: true
        });
        renderer.setSize(width, height); //设置渲染区域尺寸
        // renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
        document.body.appendChild(renderer.domElement); //body元素中插入canvas对象

        // 渲染函数
        function render() {
            renderer.render(scene, camera); //执行渲染操作
            requestAnimationFrame(render); //请求再次执行渲染函数render，渲染下一帧
            // 使用加减法可以设置不同的运动方向
            // 设置纹理偏移
            texture.offset.x -= 0.06
        }
        render();
        //创建控件对象  相机对象camera作为参数   控件可以监听鼠标的变化，改变相机对象的属性
        var controls = new THREE.OrbitControls(camera, renderer.domElement);
        //监听鼠标事件，触发渲染函数，更新canvas画布渲染效果
        // controls.addEventListener('change', render);
    </script>
</body>

</html>